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CnC_Renegade/Code/Combat/mapmgr.cpp

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C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Combat *
* *
* $Archive:: /Commando/Code/Combat/mapmgr.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 1/31/02 1:48p $*
* *
* $Revision:: 11 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "mapmgr.h"
#include "texture.h"
#include "assetmgr.h"
#include "saveload.h"
//#define FORCE_DISABLE_VTOL // remove this to allow VTOL's on maps that allow VTOLs
///////////////////////////////////////////////////////////////////////
// Global singleton instance
///////////////////////////////////////////////////////////////////////
MapMgrClass _TheMapMgrSaveLoadSubsystem;
////////////////////////////////////////////////////////////////
// Local constants
////////////////////////////////////////////////////////////////
enum
{
CHUNKID_VARIABLES = 0x07020522,
CHUNKID_SHROUD
};
enum
{
VARID_TEXTURE_NAME = 0x01,
VARID_CENTER_POINT,
VARID_SCALE,
VARID_MAP_TITLE_ID,
VARID_IS_PLAYER_MARKDER_VISIBLE,
VARID_ENABLE_VTOL
};
////////////////////////////////////////////////////////////////
// Static member intialization
////////////////////////////////////////////////////////////////
bool MapMgrClass::IsPlayerMarkerVisible = true;
int MapMgrClass::MapTitleID = 0;
StringClass MapMgrClass::MapTextureName;
Vector2 MapMgrClass::MapCenterPoint (0, 0);
Vector2 MapMgrClass::MapScale (0, 0);
Vector2 MapMgrClass::MapSize (0, 0);
uint32 MapMgrClass::CloudVector[CLOUD_VECTOR_SIZE] = { 0 };
bool MapMgrClass::EnableVTOL = false;
////////////////////////////////////////////////////////////////
//
// Get_Map_Texture_Filename
//
////////////////////////////////////////////////////////////////
void
MapMgrClass::Get_Map_Texture_Filename (StringClass &filename)
{
//
// Strip off the path if necessary
//
filename = MapTextureName;
char *dir_delimiter = ::strrchr (MapTextureName, '\\');
if (dir_delimiter != NULL) {
filename = (dir_delimiter + 1);
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Set_Map_Texture
//
////////////////////////////////////////////////////////////////
void
MapMgrClass::Set_Map_Texture (const char *filename)
{
//
// Strip off the path if necessary
//
StringClass filename_only = filename;
char *dir_delimiter = ::strrchr (filename, '\\');
if (dir_delimiter != NULL) {
filename_only = (dir_delimiter + 1);
}
//
// Load the texture
//
TextureClass *texture = WW3DAssetManager::Get_Instance ()->Get_Texture (filename_only, TextureClass::MIP_LEVELS_1);
if (texture != NULL) {
//
// Get the dimensions of the texture
//
// SurfaceClass::SurfaceDescription surface_desc;
// texture->Get_Level_Description (surface_desc);
// MapSize.X = surface_desc.Width;
// MapSize.Y = surface_desc.Height;
MapSize.X = texture->Get_Width();
MapSize.Y = texture->Get_Height();
//
// Release our hold on the texture
//
REF_PTR_RELEASE (texture);
}
//
// Cache the texture name
//
MapTextureName = filename;
return ;
}
////////////////////////////////////////////////////////////////
//
// Save
//
////////////////////////////////////////////////////////////////
bool
MapMgrClass::Save (ChunkSaveClass &csave)
{
//
// Write the variables
//
csave.Begin_Chunk (CHUNKID_VARIABLES);
WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_TEXTURE_NAME, MapTextureName);
WRITE_MICRO_CHUNK (csave, VARID_CENTER_POINT, MapCenterPoint);
WRITE_MICRO_CHUNK (csave, VARID_SCALE, MapScale);
WRITE_MICRO_CHUNK (csave, VARID_MAP_TITLE_ID, MapTitleID);
WRITE_MICRO_CHUNK (csave, VARID_IS_PLAYER_MARKDER_VISIBLE, IsPlayerMarkerVisible);
WRITE_MICRO_CHUNK (csave, VARID_ENABLE_VTOL, EnableVTOL);
csave.End_Chunk ();
//
// Write the current shroud
//
csave.Begin_Chunk (CHUNKID_SHROUD);
int size = CLOUD_VECTOR_SIZE;
csave.Write (&size, sizeof (size));
csave.Write (CloudVector, sizeof (CloudVector));
csave.End_Chunk ();
return true;
}
////////////////////////////////////////////////////////////////
//
// Load
//
////////////////////////////////////////////////////////////////
bool
MapMgrClass::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
//
// Load all the variables from this chunk
//
case CHUNKID_VARIABLES:
Load_Variables (cload);
break;
case CHUNKID_SHROUD:
{
//
// Read the shroud vector from its chunk
//
int size = 0;
cload.Read (&size, sizeof (size));
if (size == CLOUD_VECTOR_SIZE) {
cload.Read (CloudVector, sizeof (CloudVector));
}
break;
}
}
cload.Close_Chunk ();
}
return true;
}
////////////////////////////////////////////////////////////////
//
// Load_Variables
//
////////////////////////////////////////////////////////////////
void
MapMgrClass::Load_Variables (ChunkLoadClass &cload)
{
while (cload.Open_Micro_Chunk ()) {
switch (cload.Cur_Micro_Chunk_ID ()) {
READ_MICRO_CHUNK_WWSTRING (cload, VARID_TEXTURE_NAME, MapTextureName);
READ_MICRO_CHUNK (cload, VARID_CENTER_POINT, MapCenterPoint);
READ_MICRO_CHUNK (cload, VARID_SCALE, MapScale);
READ_MICRO_CHUNK (cload, VARID_MAP_TITLE_ID, MapTitleID);
READ_MICRO_CHUNK (cload, VARID_IS_PLAYER_MARKDER_VISIBLE, IsPlayerMarkerVisible);
READ_MICRO_CHUNK (cload, VARID_ENABLE_VTOL, EnableVTOL);
}
cload.Close_Micro_Chunk ();
}
//
// (gth) VTOL DISABLE! We are not going to let Modders make VTOL aircraft
// until we release some levels with them. FORCE the EnableVTOL flag to
// false for now. When we release some maps with orcas, then we patch
// the game with this line of code removed and the mod people can make them
// too.
//
#ifdef FORCE_DISABLE_VTOL
EnableVTOL = false;
#endif
SaveLoadSystemClass::Register_Post_Load_Callback (this);
return ;
}
///////////////////////////////////////////////////////////////////////
//
// On_Post_Load
//
///////////////////////////////////////////////////////////////////////
void
MapMgrClass::On_Post_Load (void)
{
Set_Map_Texture (MapTextureName);
return ;
}
///////////////////////////////////////////////////////////////////////
//
// Clear_Cloud_Cells
//
///////////////////////////////////////////////////////////////////////
void
MapMgrClass::Clear_Cloud_Cells (const Vector3 &pos, int pixel_radius)
{
if (MapSize.X <= 0 || MapSize.Y <= 0) {
return ;
}
//
// Calculate where (in map pixels) this position lies
//
float map_x_pos = MapCenterPoint.X + (pos.X * MapScale.X);
float map_y_pos = MapCenterPoint.Y - (pos.Y * MapScale.Y);
//
// Determine what the min and max cells this region includes
//
int min_cell_x = int(((map_x_pos - pixel_radius) / MapSize.X) * CLOUD_WIDTH);
int min_cell_y = int(((map_y_pos - pixel_radius) / MapSize.Y) * CLOUD_HEIGHT);
int max_cell_x = int(((map_x_pos + pixel_radius) / MapSize.X) * CLOUD_WIDTH);
int max_cell_y = int(((map_y_pos + pixel_radius) / MapSize.Y) * CLOUD_HEIGHT);
//
// Clear all the cells in this region
//
for (int cell_x = min_cell_x; cell_x <= max_cell_x; cell_x ++) {
for (int cell_y = min_cell_y; cell_y <= max_cell_y; cell_y ++) {
Clear_Cloud_Cell (cell_x, cell_y);
}
}
return ;
}